Hearthstone Help: The 46 best cards revealed

Questing Adventurer

Mana: 3

Attack: 2

Health: 2

Crafting cost: 40

Class: Neutral

Rarity: Rare

Whenever you play a card, gain +1/+1.

TC: The power of the Questing Adventurer's ability will become obvious from how quickly your opponent always seeks to kill him.

Left unchecked, his stats will ramp as quickly as you're able to play cards – meaning this card works best with Zoo and 'rush'-type decks that favour lots of low cost minions. Playing the coin and cheap spells also works too. In short: a very effective annoyance to have in your hand.

Savannah Highmane

Mana: 6

Attack: 6

Health: 5

Crafting cost: 100

Class: Hunter

Rarity: Rare

Deathrattle: Summon two 2/2 Hyenas.

VS: This card is absolutely insane. Cairne Bloodhoof is considered a high value minion for his respectable 8/10 in combined stats, but Savannah Highmane gives you a surreal 10/9 spread out over three targets, which makes it even harder to deal with, requiring both single-target removal and a separate AoE spell to fully clear it from the board.

In addition, Highmane is a Beast, giving it increased synergy with Houndmaster , Starving Buzzard , and Tundra Rhino , to name a few of the scarier combos. When you're holding a Rare which trades favorably with every minion in the game except the 4/12 Dragons, Deathwing , or an Ancient of War , you know you have one of the best cards in the game.

JM: The most legendary non-legendary! At 6 mana, this 6/5 beast is fairly well costed already when you consider how well Beasts synergize in hunter decks. Add in the fact that you get another 4 health and 4 attack spread over two other Beast minions when your Highmane dies which will trigger any other Beast related effects like the +1 attack from your Timber Wolf or the card draw off your Buzzard and you're laughing all the way to the bank! Not to mention this card is only a RARE, which means you can run with two!

Swipe

Mana: 4

Crafting cost: 40

Class: Druid

Rarity: Basic

Deal 4 damage to an enemy and 1 damage to all other enemies.

TC: One of the main reasons why Druid 'control' decks proved effective against the wave of minions coming from Shaman and Hunter 'rush' decks.

It's one of the game's most versatile spells, because the 4 points of damage against its primary target can be applied to the enemy hero or a minion, removing many mid-range minions entirely.

The splash effect on other minions, particularly if you can also buff your spell damage first, also make it a brilliant board clearance card.

Knife Juggler

Mana: 2

Attack: 3

Health: 2

Crafting cost: 100

Class: Neutral

Rarity: Rare

Deal 4 damage to an enemy and 1 damage to all other enemies.

TC: An absolute bastard of a card for just 2 mana. The Juggler will have to be protected behind Taunt cards, or buffed effectively, in order to make the most of his ability, but played in a deck with a lot of cheap minions – Paladin, Warlock and Shaman in particular – this card can help take and maintain board control. Worst case scenario your opponent blows a removal card on him. A great trade at this price.

DG: I call him the Knife Juggalo cuz he stabs people. For some reason I got two gold Juggalos early on in the beta so they went in every deck, even before I realized how good they were. Lately I've added them to my midrange Hunter deck, and when I unleash the doggies I also unleash a flurry of throwing knives. It's amazing.

Soulfire

Mana: 0

Crafting cost: N/A

Class: Warlock

Rarity: Basic

Deal 4 damage. Discard a random card.

TOT: Four damage for zero mana. You discard a card, yeah, but… Wow. That's a ridiculous tempo card. The Warlock's hero power is to draw a card, so discarding a card is more often than not irrelevant – and, if Soulfire is the only card in your hand, you get to inflict the damage for free.

TC: For nada Mana, it's just a ridiculously versatile card which you can use to remove minions, or increase pressure on the opposing hero's health pool, while also still playing other cards. I can't think of a single reason why any self-respecting Warlock wouldn't carry a brace of these.

Youthful Brewmaster

Mana: 2

Attack: 3

Health: 2

Crafting cost: 40

Class: Neutral

Rarity: Common

Battlecry: Return a friendly minion from the battlefield to your hand.

PW: Given how helpful battlecries can be, why wouldn't you want the card which lets you get double their usage? Now Nightblade can do 6 damage to the enemy's hero and Novice Engineers and Gnomish Inventors get two card draws instead of one.

Youthful Brewmaster also allows you to reset any damage to the card. What you do is carry out whatever attacks you like with the minion, then return it to your hand damaged (but not dead, obviously). When you play it back onto the board, possibly in the same turn, it'll be back to its original attack and health, plus other effects like silence will have been removed. As will buffs. So it's not all gravy.

Equality

Mana: 2

Crafting cost: 100

Class: Paladin

Rarity: Rare

Change the Health of ALL minions to 1

VS: Equality is easily one of the best cards in the game. It's incredibly cheap in terms of mana, which allows it to be synergised with a host of other cards easily – especially Wild Pyromancer and Consecration. Used in combo with Consecration , Equality allows for a complete board clear, regardless of the toughness of the enemy minions. Only creatures with Divine Shield will survive the sweep.

If we look at similar cards, Flamestrike costs 7 mana for a sorta-clear, but won't kill creatures with 5 or more Health. Another similar card is Twisting Nether , which clears both sides of the board for 8 mana. Equality enables a total board clear too, but for 4 mana less when played in conjunction with Wild Pyromancer. This card is arguably what keeps the Paladin from being entirely irrelevant and, in my opinion, is the best AoE attack in the game.

Doomguard

Mana: 5

Attack: 5

Health: 7

Crafting cost: 100

Class: Warlock

Rarity: Rare

Charge. Battlecry: Discard two random cards.

TOT: Even if you have to discard two cards, a 5/7 Charge? I don't think there's any card that comes close to the tempo boost of playing Doomguard. (Tempo being the pacing of the game as determined by how efficiently you use your mana.)

The Doomguard's 5/7 stats mean it can pretty much kill any 3, 4, or 5-mana drop in the game. And of course can also use it to hit the hero's face too.